Syntax
emu.getInput(port)
Parameters
port - Integer The port number to read (0 to 3)
Return value
Table A table containing the status of all 8 buttons.
Description
Returns a table containing the status of all 8 buttons: { a, b, select, start, up, down, left, right }
Syntax
emu.setInput(port, input)
Parameters
port - Integer The port number to apply the input to (0 to 3)
input - Table A table containing the state of some (or all) of the 8 buttons (same format as returned by getInput)
Return value
None
Description
Buttons enabled or disabled via setInput will keep their state until the next inputPolled event.
If a button’s value is not specified to either true or false in the input argument, then the player retains control of that button. For example, setInput(0, { select = false, start = false}) will prevent the player 1 from using both the start and select buttons, but all other buttons will still work as normal.
To properly control the emulation, it is recommended to use this function within a callback for the inputPolled event. Otherwise, the inputs may not be applied before the ROM has the chance to read them.
Syntax
emu.getMouseState()
Return value
Table The mouse’s state
Description
Returns a table containing the position and the state of all 3 buttons: { x, y, left, middle, right }
Syntax
emu.isKeyPressed(keyName)
Parameters
keyName - String The name of the key to check
Return value
Boolean The key’s state (true = pressed)
Description
Returns whether or not a specific key is pressed. The “keyName” must be the same as the string shown in the UI when the key is bound to a button.